From 1f72103d7849ab8371e994c5358a616c95238594 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Mon, 9 Aug 2021 11:36:10 -0400 Subject: [PATCH] Core/Creature: Add another aggressive compatibility mode assertion to catch faulty dynspawn code. Port From (https://github.com/TrinityCore/TrinityCore/commit/8757a80767a932ceea679e84881c7dd2f89322cb) --- Source/Game/Entities/Creature/Creature.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Game/Entities/Creature/Creature.cs b/Source/Game/Entities/Creature/Creature.cs index b09088b44..e7c5128a9 100644 --- a/Source/Game/Entities/Creature/Creature.cs +++ b/Source/Game/Entities/Creature/Creature.cs @@ -3144,7 +3144,6 @@ namespace Game.Entities m_respawnTime = GetMap().GetCreatureRespawnTime(m_spawnId); - // Is the creature script objecting to us spawning? If yes, delay by a little bit (then re-check in ::Update) if (m_respawnTime == 0 && !map.IsSpawnGroupActive(data.spawnGroupData.groupId)) { Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load in inactive spawn group {data.spawnGroupData.name}."); @@ -3153,6 +3152,7 @@ namespace Game.Entities if (m_respawnTime != 0) // respawn on UpdateLoadCreatureFromDB { + Cypher.Assert(m_respawnCompatibilityMode, $"Creature (SpawnID {spawnId}) trying to load despite a respawn timer in progress."); m_deathState = DeathState.Dead; if (CanFly()) {